Overview:Familiars and Animal Companions have been modified in two ways:

Firstly, all familiars and companions have been redesigned to improve their utility and roles. There have also been two new familiars added: the phase spider and skeleton. The phase spider is a stealth and poison specialist, while the skeleton is an undead servant focused at absorbing damage.

Secondly, they receive a benefit according to their owner's caster level:

Overview:These spells summon a creature to your side based on your choice from the following types: Animal, Elemental, Vermin, Celestial, Fiendish and Wild. Characters choose their type by selecting the appropriate option in the Rest Menu.

AnimalAnimals are mundane creatures, adept at everything. All casters can choose this type, and non-casters using the Summon Creature spell via items always use this type.

ElementalElementals are sturdy spirits, capable of brushing aside heavy blows. All casters can choose this type.

VerminVermin are sneaky creatures, immune to mind spells and equipped with poison, diseases and other debilitating abilities. All casters can choose this type.

CelestialCelestials are animals with the celestial template. They are better at taking punishment from both weapons and magic than their non-magical kin, and tend to possess healing or supportive abilities. All good or neutral casters can choose this type, save for druids and rangers that are over level 3. Note that neutrals can only cast celestial OR fiendish summons - the first time they choose is a permanent one.

FiendishFiends are animals with the fiendish template. While lacking the endurance of their non-magical kin, they wield wicked talons and claws to deal greater damage, and tend to possess destructive spells and abilities. All evil or neutral casters can choose this type, save for druids and rangers that are over level 3. Note that neutrals can only cast celestial OR fiendish summons - the first time they choose is a permanent one.

WildWild is the nature-only type and can be chosen by druids, rangers over level 3 and clerics with the Animal domain. They are a mixture of animals, wild beasts, giants, fey and elementals. They lack a specialized role, but all are fearsome creatures with their own talent.

Details:These are the specific creatures summoned by this spell line. Note that Summon Creature spells cast by items will always use the Animal type.

Overview:These are the summon options of the Shadow Conjuration spell-line.

Details:Shadows drain a certain ability on hit (either Strength or Constitution, depending on type). When the enemy reaches 3 in that ability score or less from being hit by this, they are instantly killed.

Caster Level is calculated as the sum of your spellcaster class level and Palemaster class levels. It is used to determine both the power of your undead summon and its duration. Note that Bard levels are not counted for Palemaster summons.

Animate Dead [Duration: 24 hours]

• CL 1 – 8 : Mohrg• CL 9 - 14 : Wraith• CL 15+ : Dread Wraith

• The Palemaster gains a bonus +1 to CL when using this ability.• The summoned undead gains +2 to Turn Resistance.

Overview:These are the summon options of the Shadowdancer prestige class.

Details:A Shadowdancer's shade is an extraplanar undead-type. Therefore, the shade is not affected by spells with the healing descriptor, but it is affected by banishment spells and spells with the negative energy descriptor.

Shades drain a certain ability on hit (either Strength or Constitution, depending on type). When the enemy reaches 3 in that ability score or less from being hit by this, they are instantly killed.

Shadowdancer: Summon Shadow [Duration: 1 Turn / Shadowdancer Level]

• CL 3 - 6 : Shade• CL 7 - 9 : Greater Shade• CL 10+ : Shade Lord

Epic Shadow Lord Feat

Taking the Epic Shadow Lord Feat bestows the Shadowdancer with a more powerful summon - the Epic Shade Lord. This summon boasts additional hit dice over the Shade Lord, scaling in power according to the Shadowdancer's level.

Overview:These are the remaining modified summons that don't fit into any other category.

Details:These spells are not affected by any spell focus feats.

The Black Blade of Disaster [Duration: 1 Round / CL]

The Black Blade of Disaster is no longer invulnerable, but has high resistances and immunities to most forms of damage. It also no longer has the planar rift ability (on hit kill), but does deal significantly more damage than previously. Lastly the concentration check has been removed.

Shelgarn's Persistent Blade [Duration: 1 Turn / CL]

This is now stronger than its original counterpart.

Elemental Swarm [Duration: 24 hours]

Consecutively summons random para-elementals to your side. Once one dies, another is automatically summoned until a total of four have been summoned. The para-elementals are as follows:

• Ice• Magma

Death Domain Summon

Clerics with the Death domain now call a powerful summon instead of a shadow when they use the Negative Plane Avatar power.